Controller support
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Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
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- Lead GZDoom+Raze Developer
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Re: Controller support
in_joystick was the inherited one from early porting work. I switched all places over to use use_joystick which is the one used everywhere in the backend and removed in_joystick.
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Re: Controller support
Tested, but still not working for me
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Re: Controller support
So when enabling controller support, it now enables without a restart which is great, but there's two active code paths at play as per the screenshot.
When I move in the menu, input is recognised twice and therefore goes skips options etc. Unfortunately the net result is this still doesn't work in-game.
When I move in the menu, input is recognised twice and therefore goes skips options etc. Unfortunately the net result is this still doesn't work in-game.
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Re: Controller support
I'm not 100% sure, but it also happens sometimes in GZdoommjr4077au wrote:So when enabling controller support, it now enables without a restart which is great, but there's two active code paths at play as per the screenshot.
When I move in the menu, input is recognised twice and therefore goes skips options etc. Unfortunately the net result is this still doesn't work in-game.
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- Joined: Tue Mar 24, 2020 6:53 am
Re: Controller support
Any chances for fixing this issue soon? Please
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Re: Controller support
There's so much work that Graf's doing right now to try and unify the backends between GZDoom and Raze, similar to how the music system is unified by use of the ZMusic library. It's highly likely that joypads aren't working due to some bullshit minute difference between the two projects, etc.bisk89 wrote:Any chances for fixing this issue soon? Please
Will try to take a further look but as you might have seen from some recent bug posts, the Linux experience isn't great at the moment as a whole and Blood isn't loading either due to some palette changes. Probably a bit higher in priority, sadly
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- Lead GZDoom+Raze Developer
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- Joined: Sat Jul 19, 2003 10:19 am
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Re: Controller support
These problems are a real pain in the ass. Once the backends are unified they should be reduced quite a bit because feedback for one engine will quickly be picked up by the other - and GZDoom simply has a lot more users.mjr4077au wrote:There's so much work that Graf's doing right now to try and unify the backends between GZDoom and Raze, similar to how the music system is unified by use of the ZMusic library. It's highly likely that joypads aren't working due to some bullshit minute difference between the two projects, etc.(bisk89 wrote:Any chances for fixing this issue soon? Please
One problem of course is that some of the design flaws owed to ZDoom's long history need to be fixed as well.
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Re: Controller support
mjr4077au & Graf Zahl, thank you for your response. Then I will wait patiently
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Re: Controller support
@bisk89, thank you for your patience . Are you able to build from this branch and test joysticks in Duke 3D on macOS for me? This is tested on an XInput Xbox 360 controller under Windows. https://github.com/mjr4077au/Raze/tree/JoyFixes. `duke_compatibility_15` should be off as well.
I'm interested in feedback on:
- Does it work?
- How's the out of box sensitivity (was going for playability at 1.5x sensitivity)?
- What you think as a game pad/joystick user would be optimal?
I'm interested in feedback on:
- Does it work?
- How's the out of box sensitivity (was going for playability at 1.5x sensitivity)?
- What you think as a game pad/joystick user would be optimal?
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- Posts: 830
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- Graphics Processor: nVidia with Vulkan support
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Re: Controller support
This can be closed by way of https://github.com/coelckers/Raze/commi ... 3cc7710ecb. Joysticks have been tested with another user successfully following changes to the code.